sdlBindGpuGraphicsPipeline function
void
sdlBindGpuGraphicsPipeline(
- Pointer<
SdlGpuRenderPass> renderPass, - Pointer<
SdlGpuGraphicsPipeline> graphicsPipeline
Binds a graphics pipeline on a render pass to be used in rendering.
A graphics pipeline must be bound before making any draw calls.
\param render_pass a render pass handle. \param graphics_pipeline the graphics pipeline to bind.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline( SDL_GPURenderPass *render_pass, SDL_GPUGraphicsPipeline *graphics_pipeline)
Implementation
void sdlBindGpuGraphicsPipeline(Pointer<SdlGpuRenderPass> renderPass,
Pointer<SdlGpuGraphicsPipeline> graphicsPipeline) {
final sdlBindGpuGraphicsPipelineLookupFunction = libSdl3.lookupFunction<
Void Function(Pointer<SdlGpuRenderPass> renderPass,
Pointer<SdlGpuGraphicsPipeline> graphicsPipeline),
void Function(Pointer<SdlGpuRenderPass> renderPass,
Pointer<SdlGpuGraphicsPipeline> graphicsPipeline)>(
'SDL_BindGPUGraphicsPipeline');
return sdlBindGpuGraphicsPipelineLookupFunction(renderPass, graphicsPipeline);
}